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Update index.html
Browse files- index.html +1079 -636
index.html
CHANGED
@@ -1,702 +1,1145 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>
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<!-- Tailwind CSS CDN -->
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<script src="https://cdn.tailwindcss.com"></script>
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<script src="https://
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<style>
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body {
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}
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white-space: pre;
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</style>
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</head>
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<body
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</div>
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<button id="
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</div>
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<
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</button>
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<button id="fastTempoBtn" class="py-3 px-6 rounded-lg shadow-lg transition duration-300 ease-in-out transform hover:scale-105 my-2 bg-purple-500 hover:bg-purple-600 text-white font-bold">
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Fast (128 BPM)
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</button>
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<button id="arpeggioDirectionBtn" class="bg-orange-600 hover:bg-orange-700 text-white font-bold py-3 px-6 rounded-lg shadow-lg transition duration-300 ease-in-out transform hover:scale-105 my-2">
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Arpeggio: Rising
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</button>
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<button id="startTeleprompterBtn" class="bg-green-600 hover:bg-green-700 text-white font-bold py-3 px-6 rounded-lg shadow-lg transition duration-300 ease-in-out transform hover:scale-105 my-2">
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Start/Restart Teleprompter (Press Space/Right Arrow)
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</button>
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</footer>
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<script>
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{
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{ type: "Verse 1", lines: [
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{ chords: "E B", lyrics: "The Glamour Boys, they got the girls" },
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{ chords: "A E", lyrics: "They got the cars, they got the pearls" }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "E B A E", lyrics: "Glamour Boys, oh, the Glamour Boys, what makes you think you're so cool?" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "E B", lyrics: "The Glamour Boys, they're so hip" },
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{ chords: "A E", lyrics: "They got the style, they got the trip" }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "E B A E", lyrics: "Glamour Boys, oh, the Glamour Boys, what makes you think you're so cool?" }
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]},
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{ type: "Outro", lines: [{ chords: "E B A E", lyrics: "(repeat and fade with guitar licks)" }] }
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]
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},
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{
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title: "Ocean Size",
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artist: "Jane's Addiction",
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sections: [
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{ type: "Intro", lines: [{ chords: "C G Am F", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "C G Am F", lyrics: "Day by day, as the weeks turn to months, I watch you..." },
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{ chords: "C G Am F", lyrics: "Growing taller, growing wiser, growing stronger..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "C G D F", lyrics: "Ocean size, it's the ocean size" },
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{ chords: "C G D F", lyrics: "The ocean size, it's the ocean size" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "C G Am F", lyrics: "Day by day, as the weeks turn to months, I watch you..." },
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{ chords: "C G Am F", lyrics: "Growing stronger, growing wiser, growing taller..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "C G D F", lyrics: "Ocean size, it's the ocean size" },
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{ chords: "C G D F", lyrics: "The ocean size, it's the ocean size" }
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]},
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{ type: "Outro", lines: [{ chords: "C G Am F", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "Mountain Song",
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artist: "Jane's Addiction",
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sections: [
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{ type: "Intro", lines: [{ chords: "Em C G D", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "Em C G D", lyrics: "Coming down the mountain, I saw a girl" },
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{ chords: "Em C G D", lyrics: "She was looking at me, in my world" }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "Em C G D", lyrics: "Mountain Song! Mountain Song!" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "Em C G D", lyrics: "She said, \"Where'd you come from? Where'd you go?\"" },
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{ chords: "Em C G D", lyrics: "\"I came from the mountain, don't you know?\"" }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "Em C G D", lyrics: "Mountain Song! Mountain Song!" }
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]},
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{ type: "Outro", lines: [{ chords: "Em C G D", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "Where Is My Mind?",
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artist: "Pixies",
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sections: [
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{ type: "Intro", lines: [{ chords: "C G Am F", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "C G Am F", lyrics: "With your feet on the air and your head on the ground..." },
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{ chords: "C G Am F", lyrics: "Try this trick and spin it, yeah..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "C G Am F", lyrics: "Where is my mind? Where is my mind?" },
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{ chords: "C G Am F", lyrics: "Where is my mind? Way out in the water, see it swimming..." }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "C G Am F", lyrics: "I was thinking about you and the things we've done..." },
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{ chords: "C G Am F", lyrics: "And all the places we've been to, oh yeah..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "C G Am F", lyrics: "Where is my mind? Where is my mind?" },
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{ chords: "C G Am F", lyrics: "Where is my mind? Way out in the water, see it swimming..." }
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]},
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{ type: "Outro", lines: [{ chords: "C G Am F", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "Fisherman's Blues",
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artist: "The Waterboys",
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sections: [
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{ type: "Intro", lines: [{ chords: "G C D G", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "G C D G", lyrics: "I wish I was a fisherman, tumbling on the sea" },
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{ chords: "G C D G", lyrics: "Far away from dry land, and its bitter misery" }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "G C D G", lyrics: "I'm gonna make a record, a record of my dreams" },
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{ chords: "G C D G", lyrics: "And let the wind and the waves sing along to the themes" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "G C D G", lyrics: "I wish I was a fisherman, out on the rolling deep" },
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{ chords: "G C D G", lyrics: "With nothing but the stars to guide me, while the city sleeps" }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "G C D G", lyrics: "I'm gonna make a record, a record of my dreams" },
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{ chords: "G C D G", lyrics: "And let the wind and the waves sing along to the themes" }
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]},
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{ type: "Outro", lines: [{ chords: "G C D G", lyrics: "(repeat and fade)" }] }
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]
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},
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title: "Express Yourself",
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artist: "N.W.A.",
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sections: [
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{ type: "Intro", lines: [{ chords: "F Am Dm C", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "F Am Dm C", lyrics: "I'm expressing with my full capabilities, and now I'm living in reality..." },
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{ chords: "F Am Dm C", lyrics: "The only solution is to get involved and move it..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "F Am Dm C", lyrics: "Express yourself! Express yourself!" },
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{ chords: "F Am Dm C", lyrics: "Express yourself! It's a brand new thing..." }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "F Am Dm C", lyrics: "Now I'm the one, I'm the one, I'm the one that you know..." },
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{ chords: "F Am Dm C", lyrics: "Coming to get you, coming to get you, coming to get you, watch me go..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "F Am Dm C", lyrics: "Express yourself! Express yourself!" },
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{ chords: "F Am Dm C", lyrics: "Express yourself! It's a brand new thing..." }
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]},
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{ type: "Outro", lines: [{ chords: "F Am Dm C", lyrics: "(repeat and fade)" }] }
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]
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},
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{
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title: "One",
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artist: "Metallica",
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sections: [
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{ type: "Intro", lines: [{ chords: "Am G C F", lyrics: "(Acoustic Intro/Verse Part)" }] },
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{ type: "Verse 1", lines: [
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{ chords: "Am G C F", lyrics: "I can't remember anything, can't tell if this is true or dream..." },
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{ chords: "Am G C F", lyrics: "Deep down inside I feel the scream..." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "Am G C F", lyrics: "Hold my breath as I wish for death..." }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "Am G C F", lyrics: "Life it seems will fade away, drifting further every day..." },
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{ chords: "Am G C F", lyrics: "Getting lost within myself, nothing matters, no one else..." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "Am G C F", lyrics: "All the thoughts that I have now..." }
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]},
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{ type: "Outro", lines: [{ chords: "E5 - D5 - C5 - A5", lyrics: "(heavy riffing, fast tempo, ends on E5)" }] }
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]
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},
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{
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title: "Handle with Care",
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artist: "Traveling Wilburys",
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sections: [
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{ type: "Intro", lines: [{ chords: "G D Em C", lyrics: "" }] },
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{ type: "Verse 1", lines: [
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{ chords: "G D Em C", lyrics: "Been beat up and battered 'round, been sent up, and I've been shot down..." },
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{ chords: "G D Em C", lyrics: "You're the best thing that I've found, handle me with care." }
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]},
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{ type: "Chorus 1", lines: [
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" },
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" }
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]},
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{ type: "Verse 2", lines: [
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{ chords: "G D Em C", lyrics: "I been stuck in so much traffic, I'm a mess, a nervous wreck..." },
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{ chords: "G D Em C", lyrics: "I could use some tender love and care, handle me with care." }
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]},
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{ type: "Chorus 2", lines: [
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" },
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{ chords: "G D Em C", lyrics: "Handle me with care, handle me with care" }
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]},
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{ type: "Outro", lines: [{ chords: "G D Em C", lyrics: "(repeat and fade)" }] }
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]
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}
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];
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// --- Global State Variables ---
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let currentSongIndex = 0;
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let currentTempo = 90; // Default to Medium
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let isInteractiveMode = false;
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let activeSectionIndex = 0;
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let activeLineIndexInSection = 0;
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let activeChordIndexInLine = 0;
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let activeWordIndexInLine = 0;
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let arpeggioDirection = 'rising'; // 'rising' or 'falling'
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// --- DOM Elements ---
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const songTitleEl = document.getElementById('songTitle');
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const artistNameEl = document.getElementById('artistName');
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const scrollContainerEl = document.getElementById('scrollContainer');
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const prevSongBtnHeader = document.getElementById('prevSongBtnHeader');
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const nextSongBtnHeader = document.getElementById('nextSongBtnHeader');
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const slowTempoBtn = document.getElementById('slowTempoBtn');
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const mediumTempoBtn = document.getElementById('mediumTempoBtn');
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const fastTempoBtn = document.getElementById('fastTempoBtn');
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const arpeggioDirectionBtn = document.getElementById('arpeggioDirectionBtn');
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const startTeleprompterBtn = document.getElementById('startTeleprompterBtn');
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// --- Tone.js Synth Initialization ---
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let synth = null;
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async function initializeSynth() {
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if (!synth) {
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synth = new Tone.PolySynth(Tone.Synth, {
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envelope: {
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attack: 0.02,
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decay: 0.1,
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sustain: 0.3,
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release: 1
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}
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}).toDestination();
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await Tone.start(); // Ensure audio context is running
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console.log('Tone.js audio context started and synth initialized.');
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}
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}
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378 |
|
379 |
-
|
380 |
-
|
381 |
-
|
382 |
-
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383 |
-
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|
384 |
};
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|
385 |
|
386 |
-
|
387 |
-
const
|
388 |
-
|
389 |
-
|
390 |
-
|
391 |
-
};
|
392 |
-
|
393 |
-
let root = null;
|
394 |
-
let type = 'major'; // Default to major
|
395 |
-
let octaveOffset = 0; // Default to 4th octave for root
|
396 |
-
|
397 |
-
let baseChord = chordName.trim().replace('5', ''); // Handle power chords as root
|
398 |
-
const match = baseChord.match(/^([A-G][b#]?)/);
|
399 |
-
if (match) {
|
400 |
-
root = rootMap[match[1]];
|
401 |
-
baseChord = baseChord.substring(match[1].length); // Remove root for type parsing
|
402 |
-
} else {
|
403 |
-
return []; // Fallback for unparseable roots
|
404 |
-
}
|
405 |
|
406 |
-
|
407 |
-
|
408 |
-
|
409 |
-
|
410 |
-
|
411 |
-
|
412 |
-
|
|
|
413 |
}
|
|
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|
414 |
|
415 |
-
|
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|
|
416 |
|
417 |
-
|
418 |
-
|
419 |
-
|
420 |
-
|
421 |
-
|
422 |
-
|
423 |
-
|
|
|
|
|
|
|
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|
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|
424 |
}
|
425 |
-
|
|
|
|
|
426 |
|
427 |
-
|
428 |
-
|
|
|
|
|
429 |
|
430 |
-
|
431 |
-
};
|
432 |
|
433 |
-
|
434 |
-
|
435 |
-
await initializeSynth(); // Ensure synth is ready
|
436 |
|
437 |
-
|
438 |
-
|
|
|
|
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|
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|
439 |
|
440 |
-
|
441 |
-
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|
442 |
|
443 |
-
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|
444 |
|
445 |
-
|
446 |
-
|
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|
447 |
|
448 |
-
|
449 |
-
|
450 |
-
Tone.Midi(midiNote).toNote(),
|
451 |
-
"16n", // Shorter attack for arpeggio notes
|
452 |
-
startTime + (index * noteDuration * 0.5) // Stagger notes
|
453 |
-
);
|
454 |
-
});
|
455 |
|
456 |
-
|
457 |
-
|
458 |
-
|
459 |
-
|
460 |
-
|
461 |
-
|
462 |
-
|
463 |
-
|
464 |
-
|
465 |
-
|
466 |
-
|
467 |
-
|
468 |
-
|
469 |
-
|
470 |
-
|
471 |
-
|
472 |
-
|
473 |
-
|
474 |
-
|
475 |
-
|
476 |
-
|
477 |
-
|
478 |
-
|
479 |
-
|
480 |
-
|
481 |
-
|
482 |
-
|
483 |
-
|
484 |
-
|
485 |
-
|
486 |
-
|
487 |
-
|
488 |
-
|
489 |
-
|
490 |
-
|
491 |
-
|
492 |
-
|
493 |
-
|
494 |
-
|
495 |
-
chordsP.appendChild(chordSpan);
|
496 |
-
});
|
497 |
-
lineDiv.appendChild(chordsP);
|
498 |
-
|
499 |
-
const lyricsP = document.createElement('p');
|
500 |
-
lyricsP.className = 'text-gray-100';
|
501 |
-
const wordsInLine = line.lyrics.split(/\s+/).filter(w => w.length > 0);
|
502 |
-
wordsInLine.forEach((word, wordMapIndex) => {
|
503 |
-
const wordSpan = document.createElement('span');
|
504 |
-
wordSpan.textContent = word;
|
505 |
-
wordSpan.innerHTML += ' '; // Add space between words
|
506 |
-
wordSpan.dataset.wordIndex = wordMapIndex;
|
507 |
-
lyricsP.appendChild(wordSpan);
|
508 |
-
});
|
509 |
-
lineDiv.appendChild(lyricsP);
|
510 |
-
|
511 |
-
sectionDiv.appendChild(lineDiv);
|
512 |
-
});
|
513 |
-
scrollContainerEl.appendChild(sectionDiv);
|
514 |
-
});
|
515 |
-
updateHighlighting(); // Initial highlighting
|
516 |
}
|
|
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|
|
517 |
|
518 |
-
|
519 |
-
|
520 |
-
|
521 |
-
|
522 |
-
|
523 |
-
|
|
|
524 |
|
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|
|
|
525 |
|
526 |
-
|
527 |
-
|
528 |
-
|
529 |
-
);
|
530 |
-
|
531 |
-
|
|
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|
|
|
|
|
|
532 |
|
533 |
-
|
534 |
-
|
535 |
-
|
|
|
|
|
|
|
|
|
|
|
536 |
}
|
|
|
537 |
|
538 |
-
|
539 |
-
|
540 |
-
|
541 |
-
|
|
|
542 |
|
543 |
-
|
544 |
-
const containerHeight = scrollContainerEl.clientHeight;
|
545 |
-
const lineTop = activeLineDiv.offsetTop;
|
546 |
-
const lineBottom = lineTop + activeLineDiv.clientHeight;
|
547 |
|
548 |
-
|
549 |
-
|
550 |
-
|
|
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|
551 |
}
|
552 |
}
|
553 |
}
|
|
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|
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|
|
|
|
554 |
|
555 |
-
|
556 |
-
|
557 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
558 |
|
559 |
-
|
560 |
-
event.preventDefault(); // Prevent page scrolling
|
561 |
|
562 |
-
|
563 |
-
|
564 |
-
|
565 |
-
|
566 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
567 |
|
568 |
-
|
569 |
-
|
570 |
-
|
571 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
572 |
}
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
573 |
|
574 |
-
|
575 |
-
|
576 |
-
|
577 |
-
|
578 |
-
|
579 |
-
|
580 |
-
|
581 |
-
|
582 |
-
|
583 |
-
|
584 |
-
|
585 |
-
|
586 |
-
|
587 |
-
|
588 |
-
|
589 |
-
|
590 |
-
|
591 |
-
|
592 |
-
|
593 |
-
|
594 |
-
|
595 |
-
|
596 |
-
|
597 |
-
|
598 |
-
|
599 |
-
|
600 |
-
|
601 |
-
|
602 |
-
|
603 |
-
|
604 |
-
|
605 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
606 |
}
|
607 |
-
} else if (
|
608 |
-
|
609 |
-
|
610 |
-
|
611 |
-
|
612 |
-
// All words on line covered, but chords remain. Advance chords only.
|
613 |
-
// Keep word index at the last word.
|
614 |
-
newWordIndex = wordsInCurrentLine.length > 0 ? wordsInCurrentLine.length - 1 : 0;
|
615 |
}
|
|
|
|
|
616 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
617 |
|
618 |
-
|
619 |
-
|
620 |
-
|
621 |
-
|
622 |
-
|
623 |
-
|
624 |
}
|
625 |
}
|
|
|
|
|
626 |
|
627 |
-
|
628 |
-
|
629 |
-
isInteractiveMode = false; // Exit interactive mode on song change
|
630 |
-
Tone.Transport.stop();
|
631 |
-
Tone.Transport.cancel();
|
632 |
|
633 |
-
|
634 |
-
|
635 |
-
|
636 |
-
|
|
|
|
|
637 |
}
|
638 |
-
|
639 |
-
// Reset teleprompter state for the new song
|
640 |
-
activeSectionIndex = 0;
|
641 |
-
activeLineIndexInSection = 0;
|
642 |
-
activeChordIndexInLine = 0;
|
643 |
-
activeWordIndexInLine = 0;
|
644 |
-
scrollContainerEl.scrollTop = 0; // Scroll to top
|
645 |
-
|
646 |
-
renderSong(); // Re-render the new song
|
647 |
-
}
|
648 |
-
|
649 |
-
function setTempo(tempoValue) {
|
650 |
-
currentTempo = tempoValue;
|
651 |
-
Tone.Transport.bpm.value = tempoValue;
|
652 |
-
// Update button styles
|
653 |
-
slowTempoBtn.classList.remove('bg-purple-700');
|
654 |
-
mediumTempoBtn.classList.remove('bg-purple-700');
|
655 |
-
fastTempoBtn.classList.remove('bg-purple-700');
|
656 |
-
slowTempoBtn.classList.add('bg-purple-500', 'hover:bg-purple-600');
|
657 |
-
mediumTempoBtn.classList.add('bg-purple-500', 'hover:bg-purple-600');
|
658 |
-
fastTempoBtn.classList.add('bg-purple-500', 'hover:bg-purple-600');
|
659 |
-
|
660 |
-
if (tempoValue === tempos.slow) slowTempoBtn.classList.replace('bg-purple-500', 'bg-purple-700');
|
661 |
-
else if (tempoValue === tempos.medium) mediumTempoBtn.classList.replace('bg-purple-500', 'bg-purple-700');
|
662 |
-
else if (tempoValue === tempos.fast) fastTempoBtn.classList.replace('bg-purple-500', 'bg-purple-700');
|
663 |
-
}
|
664 |
-
|
665 |
-
function toggleArpeggioDirection() {
|
666 |
-
arpeggioDirection = arpeggioDirection === 'rising' ? 'falling' : 'rising';
|
667 |
-
arpeggioDirectionBtn.textContent = `Arpeggio: ${arpeggioDirection.charAt(0).toUpperCase() + arpeggioDirection.slice(1)}`;
|
668 |
-
}
|
669 |
-
|
670 |
-
function startTeleprompter() {
|
671 |
-
isInteractiveMode = true;
|
672 |
-
activeSectionIndex = 0;
|
673 |
-
activeLineIndexInSection = 0;
|
674 |
-
activeChordIndexInLine = 0;
|
675 |
-
activeWordIndexInLine = 0;
|
676 |
-
scrollContainerEl.scrollTop = 0; // Scroll to top on start
|
677 |
-
initializeSynth(); // Ensure synth is ready
|
678 |
-
Tone.Transport.stop(); // Stop any previous playback
|
679 |
-
Tone.Transport.cancel();
|
680 |
-
Tone.Transport.bpm.value = currentTempo; // Set tempo for interactive playback
|
681 |
-
updateHighlighting(); // Apply initial highlight
|
682 |
-
}
|
683 |
-
|
684 |
-
// --- Initial Setup and Event Listeners ---
|
685 |
-
document.addEventListener('DOMContentLoaded', () => {
|
686 |
-
renderSong(); // Render the first song on load
|
687 |
-
setTempo(tempos.medium); // Set initial tempo button state
|
688 |
-
|
689 |
-
// Attach event listeners
|
690 |
-
prevSongBtnHeader.addEventListener('click', () => handleSongChange('prev'));
|
691 |
-
nextSongBtnHeader.addEventListener('click', () => handleSongChange('next'));
|
692 |
-
slowTempoBtn.addEventListener('click', () => setTempo(tempos.slow));
|
693 |
-
mediumTempoBtn.addEventListener('click', () => setTempo(tempos.medium));
|
694 |
-
fastTempoBtn.addEventListener('click', () => setTempo(tempos.fast));
|
695 |
-
arpeggioDirectionBtn.addEventListener('click', toggleArpeggioDirection);
|
696 |
-
startTeleprompterBtn.addEventListener('click', startTeleprompter);
|
697 |
-
|
698 |
-
window.addEventListener('keydown', handleKeyPress);
|
699 |
});
|
|
|
|
|
|
|
700 |
</script>
|
701 |
</body>
|
702 |
</html>
|
|
|
1 |
<!DOCTYPE html>
|
2 |
<html lang="en">
|
3 |
<head>
|
4 |
+
<!-- Chosen Palette: Retro Arcade (Deep Blue, Neon Green, Red, Yellow, White, Gold) -->
|
5 |
+
<!-- Application Structure Plan: A single-page application with a clear state-driven flow: MENU -> DEMO -> PLAYING -> PAUSED -> GAME_OVER -> HIGH_SCORE_ENTRY -> HIGH_SCORES. This structure ensures a focused, arcade-like experience. UI overlays manage menu, pause, game over, and high score interactions. Two-player mode is managed through alternating turns on life loss. The user flow is linear through game states, with high scores being an end-game display. -->
|
6 |
+
<!-- Visualization & Content Choices:
|
7 |
+
- Player/Enemy Ships: Report Info -> Player and Enemy models. Goal -> Represent game agents with more visual variety. Viz/Method -> 3D compound objects (THREE.Group) with more detailed geometries (e.g., Cylinders, Spheres, Cones, Boxes combined). Interaction -> Player control, AI movement, collision. Justification -> Enhances visual fidelity and differentiation. Library/Method -> Three.js.
|
8 |
+
- Formations/Waves/Armada: Report Info -> Enemy formations, attack waves, and an armada. Goal -> Create structured challenges with escalating difficulty. Viz/Method -> Positional data within JS objects driving enemy AI, complex formation logic for armada. Interaction -> Player must defeat waves to progress. Justification -> Central to Galaga's gameplay, armada adds unique challenge. Library/Method -> JavaScript logic.
|
9 |
+
- Tractor Beam: Report Info -> Boss Galaga capture mechanic. Goal -> Introduce risk/reward for dual fighter. Viz/Method -> Animated, transparent THREE.Mesh (Cone). Interaction -> Captures player, enabling dual-fighter retrieval. Justification -> Iconic and requested feature. Library/Method -> Three.js.
|
10 |
+
- Starfield Complexity: Report Info -> Dynamic background with more variation. Goal -> Simulate forward motion and enhance immersion. Viz/Method -> Multiple THREE.Points groups with varying sizes, colors, and speeds. Interaction -> None (ambient). Justification -> Visually richer background. Library/Method -> Three.js.
|
11 |
+
- HUD (Score/Lives/Wave): Report Info -> UI requirements. Goal -> Provide critical game state info for both players. Viz/Method -> HTML overlays with Tailwind CSS. Interaction -> Read-only. Justification -> Standard, non-intrusive method for displaying game data. Library/Method -> HTML/CSS.
|
12 |
+
- High Score Board: Report Info -> Persistent high score. Goal -> Provide a sense of progression and competition. Viz/Method -> HTML overlay with form for initials, dynamically updated list. Interaction -> User input for initials, display only. Justification -> Standard arcade feature. Library/Method -> JavaScript (localStorage for persistence).
|
13 |
+
- Auto Shield: Report Info -> Easier auto-shield. Goal -> Provide a brief period of invincibility after being hit. Viz/Method -> Player ship flashing, temporary state variable. Interaction -> Automatic on hit. Justification -> Improves player survivability and reduces frustration. Library/Method -> JavaScript logic.
|
14 |
+
- Heat-Seeking Missiles: Report Info -> Player missiles home-in. Goal -> Increase player's hit rate. Viz/Method -> Player projectile velocity adjustment towards nearest enemy. Interaction -> Automatic. Justification -> Enhances player experience, makes game feel more forgiving. Library/Method -> JavaScript logic.
|
15 |
+
- Shot Power-Up: Report Info -> Blue capsules for more missiles. Goal -> Reward player, add progression. Viz/Method -> Small 3D cylinder/capsule, moves towards player. Interaction -> Collectible to increase missile output. Justification -> Adds depth to power-up system. Library/Method -> Three.js (for model), JavaScript logic.
|
16 |
+
- Multi-Fighter Fleet: Report Info -> Acquire more ships. Goal -> Enhance offensive capabilities, visual progression. Viz/Method -> Multiple player ship models grouped under one main control. Interaction -> Dynamic visual arrangement. Justification -> Core Galaga '88 mechanic. Library/Method -> Three.js (for grouping), JavaScript logic.
|
17 |
+
- Sound Effects: Report Info -> Game audio. Goal -> Enhance immersion and provide feedback. Viz/Method -> Tone.js for music and sound effects. Interaction -> Automatic playback based on game events. Justification -> Crucial for arcade feel. Library/Method -> Tone.js.
|
18 |
+
- Mouse Control: Report Info -> Additional input. Goal -> Provide alternative control method. Viz/Method -> Mouse position mapping to ship X-coordinate. Interaction -> Direct player control. Justification -> Improves accessibility for different input preferences. Library/Method -> JavaScript DOM events.
|
19 |
+
-->
|
20 |
+
<!-- CONFIRMATION: NO SVG graphics used. NO Mermaid JS used. -->
|
21 |
<meta charset="UTF-8">
|
22 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
|
23 |
+
<title>Galaga '88 3D</title>
|
|
|
24 |
<script src="https://cdn.tailwindcss.com"></script>
|
25 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
26 |
+
<script src="https://unpkg.com/tone@14.7.77/build/Tone.js"></script>
|
27 |
<style>
|
28 |
+
body { margin: 0; overflow: hidden; background-color: #000; font-family: 'Courier New', Courier, monospace; }
|
29 |
+
canvas { display: block; }
|
30 |
+
.hud-element { position: absolute; color: #ffffff; text-shadow: 2px 2px 4px #00ff00; }
|
31 |
+
.overlay { position: absolute; top: 0; left: 0; width: 100%; height: 100%; display: flex; flex-direction: column; justify-content: center; align-items: center; background-color: rgba(0, 0, 0, 0.7); z-index: 1000; }
|
32 |
+
.overlay-box { background-color: rgba(0, 15, 30, 0.8); border: 2px solid #00ff00; padding: 2rem 4rem; text-align: center; border-radius: 0.5rem;}
|
33 |
+
.overlay-title { font-size: 3rem; color: #ffff00; text-shadow: 2px 2px 6px #ff0000; margin-bottom: 1rem; }
|
34 |
+
.overlay-text { font-size: 1.2rem; color: #ffffff; margin-bottom: 2rem; }
|
35 |
+
.overlay-button { background-color: #ffff00; color: #000000; border: none; padding: 1rem 2rem; font-size: 1.5rem; cursor: pointer; transition: all 0.2s; border-radius: 0.3rem;}
|
36 |
+
.overlay-button:hover { background-color: #ffffff; color: #000000; transform: scale(1.05); }
|
37 |
+
.touch-controls { position: absolute; bottom: 0; width: 100%; height: 120px; display: flex; justify-content: space-between; align-items: center; z-index: 100; padding: 0 20px; }
|
38 |
+
.touch-button { width: 80px; height: 80px; border: 2px solid #00ff00; border-radius: 50%; display: flex; justify-content: center; align-items: center; color: #00ff00; font-size: 2rem; user-select: none; }
|
39 |
+
.touch-button.fire { width: 100px; height: 100px; color: #ffff00; border-color: #ffff00; }
|
40 |
+
|
41 |
+
#high-score-form input {
|
42 |
+
background-color: #333;
|
43 |
+
border: 1px solid #0f0;
|
44 |
+
color: #fff;
|
45 |
+
padding: 0.5rem;
|
46 |
+
margin-top: 1rem;
|
47 |
+
text-align: center;
|
48 |
+
text-transform: uppercase;
|
49 |
+
font-size: 1.5rem;
|
50 |
+
width: 8rem;
|
51 |
}
|
52 |
+
#high-scores-list {
|
53 |
+
list-style: none;
|
54 |
+
padding: 0;
|
55 |
+
margin: 1rem 0;
|
56 |
+
font-size: 1.2rem;
|
57 |
+
color: #fff;
|
58 |
}
|
59 |
+
#high-scores-list li {
|
60 |
+
padding: 0.2rem 0;
|
61 |
+
display: flex;
|
62 |
+
justify-content: space-between;
|
63 |
}
|
64 |
+
#high-scores-list li span:first-child {
|
65 |
+
color: #ffff00;
|
66 |
}
|
67 |
+
#high-scores-list li span:last-child {
|
68 |
+
color: #00ff00;
|
|
|
69 |
}
|
70 |
</style>
|
71 |
</head>
|
72 |
+
<body>
|
73 |
+
<div id="score-p1-display" class="hud-element top-4 left-4 text-2xl">P1 SCORE: 0</div>
|
74 |
+
<div id="score-p2-display" class="hud-element top-4 left-4 ml-48 text-2xl" style="display: none;">P2 SCORE: 0</div>
|
75 |
+
<div id="high-score-current-display" class="hud-element top-4 left-1/2 -translate-x-1/2 text-2xl text-yellow-400">HIGH SCORE: 0</div>
|
76 |
+
<div id="current-player-display" class="hud-element bottom-4 right-4 text-2xl text-yellow-400">P1 TURN</div>
|
77 |
+
<div id="wave-display" class="hud-element top-4 right-4 text-2xl">WAVE: 1</div>
|
78 |
+
<div id="lives-display" class="hud-element bottom-4 left-4 text-2xl flex items-center gap-2">LIVES: </div>
|
79 |
+
|
80 |
+
<div id="menu-overlay" class="overlay">
|
81 |
+
<div class="overlay-box">
|
82 |
+
<h1 class="overlay-title">GALAGA '88 3D</h1>
|
83 |
+
<p class="overlay-text">Use [A]/[D] or [←]/[→] to move. [SPACE] to fire.<br>
|
84 |
+
[P] to Pause. Collect captured ships for Double Fighter!</p>
|
85 |
+
<div class="mb-4">
|
86 |
+
<button id="start-1player-button" class="overlay-button mr-4">1 PLAYER</button>
|
87 |
+
<button id="start-2player-button" class="overlay-button">2 PLAYERS</button>
|
88 |
</div>
|
89 |
+
<button id="view-high-scores-button" class="overlay-button !bg-gray-700 !text-white !border !border-white mt-4">HIGH SCORES</button>
|
90 |
+
</div>
|
91 |
+
</div>
|
92 |
+
<div id="pause-overlay" class="overlay" style="display: none;">
|
93 |
+
<div class="overlay-box">
|
94 |
+
<h1 class="overlay-title">PAUSED</h1>
|
95 |
+
<button id="resume-button" class="overlay-button">RESUME</button>
|
96 |
+
</div>
|
97 |
+
</div>
|
98 |
+
<div id="game-over-overlay" class="overlay" style="display: none;">
|
99 |
+
<div class="overlay-box">
|
100 |
+
<h1 class="overlay-title">GAME OVER</h1>
|
101 |
+
<p id="final-score" class="overlay-text text-2xl"></p>
|
102 |
+
<form id="high-score-form" class="hidden">
|
103 |
+
<p class="text-white text-lg">Enter Initials (3 letters):</p>
|
104 |
+
<input type="text" id="initials-input" maxlength="3" pattern="[A-Z]{3}" class="uppercase" required>
|
105 |
+
<button type="submit" class="overlay-button mt-4">SAVE SCORE</button>
|
106 |
+
</form>
|
107 |
+
<button id="restart-button" class="overlay-button mt-4">PLAY AGAIN</button>
|
108 |
</div>
|
109 |
+
</div>
|
110 |
+
<div id="high-scores-overlay" class="overlay" style="display: none;">
|
111 |
+
<div class="overlay-box">
|
112 |
+
<h1 class="overlay-title">HIGH SCORES</h1>
|
113 |
+
<ul id="high-scores-list"></ul>
|
114 |
+
<button id="back-to-menu-button" class="overlay-button mt-4">BACK TO MENU</button>
|
115 |
+
</div>
|
116 |
+
</div>
|
117 |
+
|
118 |
+
<div class="touch-controls">
|
119 |
+
<div id="left-touch" class="touch-button"><span>←</span></div>
|
120 |
+
<div id="fire-touch" class="touch-button fire"><span>◎</span></div>
|
121 |
+
<div id="right-touch" class="touch-button"><span>→</span></div>
|
122 |
+
</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
123 |
|
124 |
<script>
|
125 |
+
const GAME = {
|
126 |
+
state: 'MENU', // MENU, DEMO, PLAYING, PAUSED, GAME_OVER, HIGH_SCORE_ENTRY, HIGH_SCORES
|
127 |
+
players: {
|
128 |
+
p1: { score: 0, lives: 5, fighterCount: 1, missileCount: 1 },
|
129 |
+
p2: { score: 0, lives: 5, fighterCount: 1, missileCount: 1 }
|
130 |
+
},
|
131 |
+
currentPlayer: 'p1',
|
132 |
+
numPlayers: 1, // 1 or 2
|
133 |
+
playerFleet: [], // Array to hold individual player ship meshes
|
134 |
+
playerShipGroup: null, // The main THREE.Group that contains all active player ships
|
135 |
+
enemies: [],
|
136 |
+
playerProjectiles: [],
|
137 |
+
enemyProjectiles: [],
|
138 |
+
explosions: [],
|
139 |
+
powerUps: [], // New array for power-up capsules
|
140 |
+
stars: [],
|
141 |
+
scene: null,
|
142 |
+
camera: null,
|
143 |
+
renderer: null,
|
144 |
+
clock: new THREE.Clock(),
|
145 |
+
input: { left: false, right: false },
|
146 |
+
canShoot: true,
|
147 |
+
shootCooldown: 250,
|
148 |
+
playerBoundaryX: 20,
|
149 |
+
capturedShip: null,
|
150 |
+
wave: 1,
|
151 |
+
waveData: [
|
152 |
+
{ grunts: 8, chargers: 0, bosses: 0, type: 'standard' },
|
153 |
+
{ grunts: 10, chargers: 2, bosses: 0, type: 'standard' },
|
154 |
+
{ grunts: 6, chargers: 4, bosses: 1, type: 'standard' },
|
155 |
+
{ grunts: 0, chargers: 10, bosses: 2, type: 'standard' },
|
156 |
+
{ grunts: 20, chargers: 0, bosses: 0, type: 'armada' }, // Armada wave
|
157 |
+
{ grunts: 15, chargers: 8, bosses: 2, type: 'standard' },
|
158 |
+
],
|
159 |
+
currentWaveEnemiesSpawned: 0,
|
160 |
+
currentWaveTotalEnemies: 0,
|
161 |
+
invincible: false,
|
162 |
+
invincibilityDuration: 3000, // 3 seconds
|
163 |
+
highScores: JSON.parse(localStorage.getItem('galagaHighScores')) || [],
|
164 |
+
powerUpDropChance: 0.1, // 10% chance for power-up to drop
|
165 |
+
audioContextReady: false,
|
166 |
+
music: {
|
167 |
+
demo: null,
|
168 |
+
highScore: null
|
169 |
+
},
|
170 |
+
sfx: {
|
171 |
+
playerShoot: null,
|
172 |
+
enemyShoot: null,
|
173 |
+
explosion: null,
|
174 |
+
powerUp: null,
|
175 |
+
playerHit: null,
|
176 |
+
captureBeam: null,
|
177 |
+
gameStart: null,
|
178 |
+
gameOver: null
|
179 |
+
},
|
180 |
+
demoTimer: 0,
|
181 |
+
demoInterval: 10000, // 10 seconds for demo loop
|
182 |
+
musicAlternationTimer: 0,
|
183 |
+
musicAlternationInterval: 5000 // Alternate music every 5 seconds
|
184 |
+
};
|
185 |
+
|
186 |
+
function init() {
|
187 |
+
setupScene();
|
188 |
+
setupUI();
|
189 |
+
// Setup audio context on first user interaction, then load and configure sounds
|
190 |
+
window.addEventListener('resize', onWindowResize, false);
|
191 |
+
document.body.addEventListener('click', initAudioContext, { once: true });
|
192 |
+
animate();
|
193 |
+
}
|
194 |
+
|
195 |
+
function initAudioContext() {
|
196 |
+
if (!GAME.audioContextReady) {
|
197 |
+
Tone.start().then(() => {
|
198 |
+
GAME.audioContextReady = true;
|
199 |
+
loadAndConfigureSounds(); // Now call this here to ensure Tone.js is ready
|
200 |
+
startDemoLoop();
|
201 |
+
}).catch(e => console.error("Failed to start audio context:", e));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
202 |
}
|
203 |
+
}
|
204 |
+
|
205 |
+
function loadAndConfigureSounds() {
|
206 |
+
// Instantiate all synths and sequences
|
207 |
+
GAME.sfx.playerShoot = new Tone.PolySynth(Tone.Synth, {
|
208 |
+
oscillator: { type: "square" }
|
209 |
+
}).toDestination();
|
210 |
+
GAME.sfx.playerShoot.volume.value = -10;
|
211 |
+
|
212 |
+
GAME.sfx.enemyShoot = new Tone.PolySynth(Tone.Synth, {
|
213 |
+
oscillator: { type: "sawtooth" }
|
214 |
+
}).toDestination();
|
215 |
+
GAME.sfx.enemyShoot.volume.value = -15;
|
216 |
+
|
217 |
+
GAME.sfx.explosion = new Tone.NoiseSynth({
|
218 |
+
noise: { type: "white" },
|
219 |
+
envelope: { attack: 0.01, decay: 0.2, sustain: 0, release: 0.1 }
|
220 |
+
}).toDestination();
|
221 |
+
GAME.sfx.explosion.volume.value = -10;
|
222 |
+
|
223 |
+
GAME.sfx.powerUp = new Tone.PluckSynth().toDestination();
|
224 |
+
GAME.sfx.powerUp.volume.value = -5;
|
225 |
+
|
226 |
+
GAME.sfx.playerHit = new Tone.MembraneSynth().toDestination();
|
227 |
+
GAME.sfx.playerHit.volume.value = -5;
|
228 |
+
|
229 |
+
GAME.sfx.captureBeam = new Tone.AMSynth({
|
230 |
+
harmonicity: 0.5,
|
231 |
+
oscillator: { type: "sine" },
|
232 |
+
envelope: { attack: 0.1, decay: 0.2, sustain: 0.5, release: 0.5 },
|
233 |
+
modulation: { type: "square" },
|
234 |
+
modulationEnvelope: { attack: 0.2, decay: 0.5 }
|
235 |
+
}).toDestination();
|
236 |
+
GAME.sfx.captureBeam.volume.value = -10;
|
237 |
+
|
238 |
+
GAME.sfx.gameStart = new Tone.Synth().toDestination();
|
239 |
+
GAME.sfx.gameStart.volume.value = -5;
|
240 |
+
|
241 |
+
GAME.sfx.gameOver = new Tone.FMSynth().toDestination();
|
242 |
+
GAME.sfx.gameOver.volume.value = -5;
|
243 |
+
|
244 |
+
// Sequences are created here, but they trigger attacks on the already defined sfx synths.
|
245 |
+
GAME.music.demo = new Tone.Sequence((time, note) => {
|
246 |
+
if(GAME.sfx.playerShoot) GAME.sfx.playerShoot.triggerAttackRelease(note, "8n", time);
|
247 |
+
}, ["C4", "E4", "G4", "C5"]);
|
248 |
+
GAME.music.demo.loop = true;
|
249 |
+
GAME.music.demo.bpm.value = 120;
|
250 |
+
GAME.music.demo.volume.value = -15;
|
251 |
+
|
252 |
+
GAME.music.highScore = new Tone.Sequence((time, note) => {
|
253 |
+
if(GAME.sfx.enemyShoot) GAME.sfx.enemyShoot.triggerAttackRelease(note, "8n", time);
|
254 |
+
}, ["G3", "D4", "B3", "E4"]);
|
255 |
+
GAME.music.highScore.loop = true;
|
256 |
+
GAME.music.highScore.bpm.value = 100;
|
257 |
+
GAME.music.highScore.volume.value = -15;
|
258 |
+
}
|
259 |
+
|
260 |
+
function startDemoLoop() {
|
261 |
+
if (GAME.state === 'MENU' || GAME.state === 'HIGH_SCORES') {
|
262 |
+
if (GAME.music.demo) GAME.music.demo.start();
|
263 |
+
if (GAME.music.highScore) GAME.music.highScore.stop();
|
264 |
+
GAME.state = 'DEMO';
|
265 |
+
GAME.demoTimer = 0;
|
266 |
+
}
|
267 |
+
}
|
268 |
+
|
269 |
+
function stopAllMusic() {
|
270 |
+
if (GAME.music.demo && GAME.music.demo.state === 'started') GAME.music.demo.stop();
|
271 |
+
if (GAME.music.highScore && GAME.music.highScore.state === 'started') GAME.music.highScore.stop();
|
272 |
+
}
|
273 |
+
|
274 |
+
function setupScene() {
|
275 |
+
GAME.scene = new THREE.Scene();
|
276 |
+
GAME.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
277 |
+
GAME.camera.position.set(0, 10, 30);
|
278 |
+
GAME.camera.lookAt(0, 0, 0);
|
279 |
+
|
280 |
+
GAME.renderer = new THREE.WebGLRenderer({ antialias: true });
|
281 |
+
GAME.renderer.setSize(window.innerWidth, window.innerHeight);
|
282 |
+
document.body.appendChild(GAME.renderer.domElement);
|
283 |
+
|
284 |
+
const ambientLight = new THREE.AmbientLight(0x606060);
|
285 |
+
GAME.scene.add(ambientLight);
|
286 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
287 |
+
dirLight.position.set(0, 1, 1);
|
288 |
+
GAME.scene.add(dirLight);
|
289 |
+
|
290 |
+
createStarfield();
|
291 |
+
createPlayerShipGroup();
|
292 |
+
}
|
293 |
+
|
294 |
+
function setupUI() {
|
295 |
+
document.getElementById('start-1player-button').addEventListener('click', () => { GAME.numPlayers = 1; startGame(); });
|
296 |
+
document.getElementById('start-2player-button').addEventListener('click', () => { GAME.numPlayers = 2; startGame(); });
|
297 |
+
document.getElementById('restart-button').addEventListener('click', startGame);
|
298 |
+
document.getElementById('resume-button').addEventListener('click', togglePause);
|
299 |
+
document.getElementById('view-high-scores-button').addEventListener('click', showHighScores);
|
300 |
+
document.getElementById('back-to-menu-button').addEventListener('click', showMenu);
|
301 |
+
document.getElementById('high-score-form').addEventListener('submit', handleHighScoreSubmit);
|
302 |
+
|
303 |
+
document.addEventListener('keydown', e => {
|
304 |
+
if (e.key === 'a' || e.key === 'ArrowLeft') GAME.input.left = true;
|
305 |
+
if (e.key === 'd' || e.key === 'ArrowRight') GAME.input.right = true;
|
306 |
+
if (e.key === ' ' && GAME.state === 'PLAYING') firePlayerProjectile();
|
307 |
+
if (e.key === 'p' && (GAME.state === 'PLAYING' || GAME.state === 'PAUSED')) togglePause();
|
308 |
+
});
|
309 |
+
document.addEventListener('keyup', e => {
|
310 |
+
if (e.key === 'a' || e.key === 'ArrowLeft') GAME.input.left = false;
|
311 |
+
if (e.key === 'd' || e.key === 'ArrowRight') GAME.input.right = false;
|
312 |
+
});
|
313 |
+
|
314 |
+
const leftBtn = document.getElementById('left-touch');
|
315 |
+
const rightBtn = document.getElementById('right-touch');
|
316 |
+
const fireBtn = document.getElementById('fire-touch');
|
317 |
+
leftBtn.addEventListener('touchstart', (e) => { e.preventDefault(); GAME.input.left = true; });
|
318 |
+
leftBtn.addEventListener('touchend', (e) => { e.preventDefault(); GAME.input.left = false; });
|
319 |
+
rightBtn.addEventListener('touchstart', (e) => { e.preventDefault(); GAME.input.right = true; });
|
320 |
+
rightBtn.addEventListener('touchend', (e) => { e.preventDefault(); GAME.input.right = false; });
|
321 |
+
fireBtn.addEventListener('touchstart', (e) => { e.preventDefault(); if (GAME.state === 'PLAYING') firePlayerProjectile(); });
|
322 |
+
|
323 |
+
GAME.renderer.domElement.addEventListener('mousemove', onMouseMove, false);
|
324 |
+
|
325 |
+
updateHUD();
|
326 |
+
}
|
327 |
+
|
328 |
+
function onMouseMove(event) {
|
329 |
+
if (GAME.state !== 'PLAYING' || !GAME.playerShipGroup) return;
|
330 |
+
const mouseX = (event.clientX / window.innerWidth) * 2 - 1;
|
331 |
+
const vector = new THREE.Vector3(mouseX, 0, 0.5);
|
332 |
+
vector.unproject(GAME.camera);
|
333 |
+
|
334 |
+
const dir = vector.sub(GAME.camera.position).normalize();
|
335 |
+
const distance = (GAME.playerShipGroup.position.z - GAME.camera.position.z) / dir.z;
|
336 |
+
const pos = GAME.camera.position.clone().add(dir.multiplyScalar(distance));
|
337 |
+
|
338 |
+
GAME.playerShipGroup.position.x = Math.max(-GAME.playerBoundaryX, Math.min(GAME.playerBoundaryX, pos.x));
|
339 |
+
}
|
340 |
+
|
341 |
+
function showMenu() {
|
342 |
+
document.getElementById('menu-overlay').style.display = 'flex';
|
343 |
+
document.getElementById('high-scores-overlay').style.display = 'none';
|
344 |
+
GAME.state = 'MENU';
|
345 |
+
resetGameVisuals();
|
346 |
+
startDemoLoop();
|
347 |
+
}
|
348 |
|
349 |
+
function startGame() {
|
350 |
+
stopAllMusic();
|
351 |
+
if(GAME.audioContextReady && GAME.sfx.gameStart) GAME.sfx.gameStart.triggerAttackRelease("C5", "0.2");
|
352 |
+
resetGame();
|
353 |
+
GAME.state = 'PLAYING';
|
354 |
+
document.getElementById('menu-overlay').style.display = 'none';
|
355 |
+
document.getElementById('game-over-overlay').style.display = 'none';
|
356 |
+
document.getElementById('high-scores-overlay').style.display = 'none';
|
357 |
+
document.getElementById('score-p2-display').style.display = GAME.numPlayers === 2 ? 'block' : 'none';
|
358 |
+
|
359 |
+
startWave();
|
360 |
+
}
|
361 |
+
|
362 |
+
function resetGame() {
|
363 |
+
GAME.players.p1.score = 0;
|
364 |
+
GAME.players.p1.lives = 5;
|
365 |
+
GAME.players.p1.fighterCount = 1;
|
366 |
+
GAME.players.p1.missileCount = 1;
|
367 |
+
|
368 |
+
GAME.players.p2.score = 0;
|
369 |
+
GAME.players.p2.lives = 5;
|
370 |
+
GAME.players.p2.fighterCount = 1;
|
371 |
+
GAME.players.p2.missileCount = 1;
|
372 |
+
|
373 |
+
GAME.currentPlayer = 'p1';
|
374 |
+
GAME.wave = 1;
|
375 |
+
|
376 |
+
resetGameVisuals();
|
377 |
+
|
378 |
+
GAME.capturedShip = null;
|
379 |
+
GAME.invincible = false;
|
380 |
+
GAME.canShoot = true;
|
381 |
+
|
382 |
+
updateHUD();
|
383 |
+
}
|
384 |
+
|
385 |
+
function resetGameVisuals() {
|
386 |
+
if(GAME.playerShipGroup && GAME.playerShipGroup.parent) GAME.scene.remove(GAME.playerShipGroup);
|
387 |
+
GAME.playerFleet = [];
|
388 |
+
createPlayerShipGroup();
|
389 |
+
|
390 |
+
GAME.enemies.forEach(e => GAME.scene.remove(e.mesh));
|
391 |
+
GAME.playerProjectiles.forEach(p => GAME.scene.remove(p.mesh));
|
392 |
+
GAME.enemyProjectiles.forEach(p => GAME.scene.remove(p));
|
393 |
+
GAME.explosions.forEach(e => GAME.scene.remove(e));
|
394 |
+
GAME.powerUps.forEach(p => GAME.scene.remove(p));
|
395 |
+
if (GAME.capturedShip && GAME.capturedShip.mesh.parent) GAME.scene.remove(GAME.capturedShip.mesh);
|
396 |
+
|
397 |
+
GAME.enemies = [];
|
398 |
+
GAME.playerProjectiles = [];
|
399 |
+
GAME.enemyProjectiles = [];
|
400 |
+
GAME.explosions = [];
|
401 |
+
GAME.powerUps = [];
|
402 |
+
}
|
403 |
+
|
404 |
+
function createIndividualShipMesh(playerIdentifier) {
|
405 |
+
const primaryColor = playerIdentifier === 'p1' ? 0x00ff00 : 0x00aaff;
|
406 |
+
const accentColor = playerIdentifier === 'p1' ? 0x00aa00 : 0x0077bb;
|
407 |
+
const cockpitColor = 0xffffff;
|
408 |
+
|
409 |
+
const ship = new THREE.Group();
|
410 |
+
|
411 |
+
const bodyGeo = new THREE.ConeGeometry(1, 2.5, 8);
|
412 |
+
const bodyMat = new THREE.MeshPhongMaterial({ color: primaryColor });
|
413 |
+
const body = new THREE.Mesh(bodyGeo, bodyMat);
|
414 |
+
body.rotation.x = Math.PI / 2;
|
415 |
+
ship.add(body);
|
416 |
+
|
417 |
+
const wingGeo = new THREE.BoxGeometry(3.5, 0.2, 1.2);
|
418 |
+
const wingMat = new THREE.MeshPhongMaterial({ color: accentColor });
|
419 |
+
const wing = new THREE.Mesh(wingGeo, wingMat);
|
420 |
+
wing.position.set(0, 0, 0.5);
|
421 |
+
ship.add(wing);
|
422 |
+
|
423 |
+
const cockpitGeo = new THREE.SphereGeometry(0.5, 16, 8);
|
424 |
+
const cockpitMat = new THREE.MeshPhongMaterial({ color: cockpitColor, emissive: 0x5555ff, shininess: 100 });
|
425 |
+
const cockpit = new THREE.Mesh(cockpitGeo, cockpitMat);
|
426 |
+
cockpit.position.set(0, 0.3, -0.8);
|
427 |
+
ship.add(cockpit);
|
428 |
+
|
429 |
+
const thrusterGeo = new THREE.CylinderGeometry(0.3, 0.5, 1, 8);
|
430 |
+
const thrusterMat = new THREE.MeshPhongMaterial({ color: 0xff8800, emissive: 0xff8800 });
|
431 |
+
const leftThruster = new THREE.Mesh(thrusterGeo, thrusterMat);
|
432 |
+
leftThruster.position.set(-1.2, -0.1, 1.5);
|
433 |
+
ship.add(leftThruster);
|
434 |
+
const rightThruster = new THREE.Mesh(thrusterGeo, thrusterMat);
|
435 |
+
rightThruster.position.set(1.2, -0.1, 1.5);
|
436 |
+
ship.add(rightThruster);
|
437 |
+
|
438 |
+
ship.scale.set(0.7,0.7,0.7);
|
439 |
+
return ship;
|
440 |
+
}
|
441 |
+
|
442 |
+
function createPlayerShipGroup() {
|
443 |
+
if (GAME.playerShipGroup) {
|
444 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
445 |
+
GAME.playerShipGroup = null;
|
446 |
+
}
|
447 |
+
|
448 |
+
GAME.playerShipGroup = new THREE.Group();
|
449 |
+
GAME.playerFleet = [];
|
450 |
+
|
451 |
+
const fighterCount = GAME.players[GAME.currentPlayer].fighterCount;
|
452 |
+
const spacing = 3;
|
453 |
+
|
454 |
+
for (let i = 0; i < fighterCount; i++) {
|
455 |
+
const individualShip = createIndividualShipMesh(GAME.currentPlayer);
|
456 |
+
individualShip.position.x = (i - (fighterCount - 1) / 2) * spacing;
|
457 |
+
GAME.playerFleet.push(individualShip);
|
458 |
+
GAME.playerShipGroup.add(individualShip);
|
459 |
+
}
|
460 |
+
|
461 |
+
GAME.playerShipGroup.position.set(0, 0, 15);
|
462 |
+
GAME.playerShipGroup.velocity = new THREE.Vector3();
|
463 |
+
GAME.scene.add(GAME.playerShipGroup);
|
464 |
+
}
|
465 |
+
|
466 |
+
function createGrunt(pos) {
|
467 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0xff0000 });
|
468 |
+
const mesh = new THREE.Group();
|
469 |
+
mesh.add(new THREE.Mesh(new THREE.TetrahedronGeometry(1), mat));
|
470 |
+
const wing1 = new THREE.Mesh(new THREE.BoxGeometry(0.2, 0.2, 1.5), mat);
|
471 |
+
wing1.position.set(0.8, 0, 0);
|
472 |
+
wing1.rotation.y = Math.PI / 4;
|
473 |
+
mesh.add(wing1);
|
474 |
+
const wing2 = wing1.clone();
|
475 |
+
wing2.position.set(-0.8, 0, 0);
|
476 |
+
wing2.rotation.y = -Math.PI / 4;
|
477 |
+
mesh.add(wing2);
|
478 |
+
mesh.scale.set(0.8, 0.8, 0.8);
|
479 |
+
return createEnemyObject(mesh, pos, 100, 'grunt');
|
480 |
+
}
|
481 |
+
|
482 |
+
function createCharger(pos) {
|
483 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0xffff00 });
|
484 |
+
const mesh = new THREE.Group();
|
485 |
+
mesh.add(new THREE.Mesh(new THREE.OctahedronGeometry(1), mat));
|
486 |
+
const cannon = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 1, 8), new THREE.MeshPhongMaterial({ color: 0x888800 }));
|
487 |
+
cannon.position.set(0, 0, -0.8);
|
488 |
+
mesh.add(cannon);
|
489 |
+
mesh.scale.set(0.9, 0.9, 0.9);
|
490 |
+
return createEnemyObject(mesh, pos, 150, 'charger');
|
491 |
+
}
|
492 |
+
|
493 |
+
function createBoss(pos) {
|
494 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0x00ffff });
|
495 |
+
const mesh = new THREE.Group();
|
496 |
+
mesh.add(new THREE.Mesh(new THREE.IcosahedronGeometry(1.2), mat));
|
497 |
+
const eye = new THREE.Mesh(new THREE.SphereGeometry(0.3, 16, 8), new THREE.MeshPhongMaterial({ color: 0xff0000, emissive: 0xff0000 }));
|
498 |
+
eye.position.set(0, 0.5, -0.5);
|
499 |
+
mesh.add(eye);
|
500 |
+
const antenna1 = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, 1, 8), new THREE.MeshPhongMaterial({ color: 0xaaaaaa }));
|
501 |
+
antenna1.position.set(-0.7, 0.7, 0);
|
502 |
+
antenna1.rotation.x = Math.PI / 4;
|
503 |
+
mesh.add(antenna1);
|
504 |
+
const antenna2 = antenna1.clone();
|
505 |
+
antenna2.position.set(0.7, 0.7, 0);
|
506 |
+
antenna2.rotation.x = -Math.PI / 4;
|
507 |
+
mesh.add(antenna2);
|
508 |
+
return createEnemyObject(mesh, pos, 300, 'boss');
|
509 |
+
}
|
510 |
+
|
511 |
+
function createEnemyObject(mesh, pos, score, type) {
|
512 |
+
const enemy = {
|
513 |
+
mesh: mesh,
|
514 |
+
state: 'FORMING',
|
515 |
+
scoreValue: score,
|
516 |
+
type: type,
|
517 |
+
formationPos: new THREE.Vector3().copy(pos),
|
518 |
+
diveTimer: Math.random() * 3 + 2,
|
519 |
+
tractorBeam: null,
|
520 |
+
isCapturing: false,
|
521 |
+
initialSpawnPosition: new THREE.Vector3()
|
522 |
};
|
523 |
+
const spawnX = (Math.random() - 0.5) * 80;
|
524 |
+
const spawnZ = -50 - Math.random() * 20;
|
525 |
+
enemy.mesh.position.set(spawnX, 0, spawnZ);
|
526 |
+
enemy.initialSpawnPosition.copy(enemy.mesh.position);
|
527 |
+
GAME.enemies.push(enemy);
|
528 |
+
GAME.scene.add(enemy.mesh);
|
529 |
+
return enemy;
|
530 |
+
}
|
531 |
|
532 |
+
function createStarfield() {
|
533 |
+
const numLayers = 3;
|
534 |
+
const layerColors = [0xbbbbbb, 0xaaaaaa, 0x888888];
|
535 |
+
const layerSizes = [0.4, 0.7, 1.0];
|
536 |
+
const layerSpeeds = [10, 20, 30];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
537 |
|
538 |
+
for (let i = 0; i < numLayers; i++) {
|
539 |
+
const starGeometry = new THREE.BufferGeometry();
|
540 |
+
const starVertices = [];
|
541 |
+
for (let j = 0; j < 5000; j++) {
|
542 |
+
const x = THREE.MathUtils.randFloatSpread(1000);
|
543 |
+
const y = THREE.MathUtils.randFloatSpread(1000);
|
544 |
+
const z = THREE.MathUtils.randFloatSpread(1000);
|
545 |
+
starVertices.push(x, y, z);
|
546 |
}
|
547 |
+
starGeometry.setAttribute('position', new THREE.Float32BufferAttribute(starVertices, 3));
|
548 |
+
const starMaterial = new THREE.PointsMaterial({ color: layerColors[i], size: layerSizes[i] });
|
549 |
+
const stars = new THREE.Points(starGeometry, starMaterial);
|
550 |
+
stars.userData.speed = layerSpeeds[i];
|
551 |
+
GAME.stars.push(stars);
|
552 |
+
GAME.scene.add(stars);
|
553 |
+
}
|
554 |
+
}
|
555 |
+
|
556 |
+
function startWave() {
|
557 |
+
GAME.currentWaveEnemiesSpawned = 0;
|
558 |
+
const waveInfo = GAME.waveData[(GAME.wave - 1) % GAME.waveData.length];
|
559 |
+
GAME.currentWaveTotalEnemies = waveInfo.grunts + waveInfo.chargers + waveInfo.bosses;
|
560 |
|
561 |
+
if (waveInfo.type === 'armada') {
|
562 |
+
createArmada(waveInfo.grunts);
|
563 |
+
} else {
|
564 |
+
let enemyIndex = 0;
|
565 |
+
function createEnemyInFormation(creatorFn) {
|
566 |
+
const row = Math.floor(enemyIndex / 8);
|
567 |
+
const col = enemyIndex % 8;
|
568 |
+
const pos = new THREE.Vector3((col - 3.5) * 4, 0, -15 - row * 4);
|
569 |
+
creatorFn(pos);
|
570 |
+
enemyIndex++;
|
571 |
+
}
|
572 |
+
|
573 |
+
for (let i = 0; i < waveInfo.grunts; i++) createEnemyInFormation(createGrunt);
|
574 |
+
for (let i = 0; i < waveInfo.chargers; i++) createEnemyInFormation(createCharger);
|
575 |
+
for (let i = 0; i < waveInfo.bosses; i++) createEnemyInFormation(createBoss);
|
576 |
+
}
|
577 |
+
}
|
578 |
|
579 |
+
function createArmada(count) {
|
580 |
+
const rows = Math.ceil(Math.sqrt(count));
|
581 |
+
const cols = Math.ceil(count / rows);
|
582 |
+
const spacing = 3;
|
583 |
+
let enemyCount = 0;
|
584 |
+
for (let r = 0; r < rows; r++) {
|
585 |
+
for (let c = 0; c < cols; c++) {
|
586 |
+
if (enemyCount >= count) break;
|
587 |
+
const posX = (c - cols / 2 + 0.5) * spacing;
|
588 |
+
const posZ = -30 - (r * spacing);
|
589 |
+
createGrunt(new THREE.Vector3(posX, 0, posZ));
|
590 |
+
enemyCount++;
|
591 |
}
|
592 |
+
if (enemyCount >= count) break;
|
593 |
+
}
|
594 |
+
}
|
595 |
|
596 |
+
function firePlayerProjectile() {
|
597 |
+
if (!GAME.canShoot || GAME.state !== 'PLAYING' || !GAME.playerShipGroup) return;
|
598 |
+
// Use Tone.now() to ensure distinct trigger times for rapidly fired sounds
|
599 |
+
if(GAME.audioContextReady && GAME.sfx.playerShoot) GAME.sfx.playerShoot.triggerAttackRelease("C4", "32n", Tone.now() + Math.random() * 0.0001);
|
600 |
|
601 |
+
GAME.canShoot = false;
|
602 |
+
setTimeout(() => { GAME.canShoot = true; }, GAME.shootCooldown);
|
603 |
|
604 |
+
const currentPlayerData = GAME.players[GAME.currentPlayer];
|
605 |
+
const numShotsPerFighter = currentPlayerData.missileCount;
|
|
|
606 |
|
607 |
+
GAME.playerFleet.forEach(fighter => {
|
608 |
+
for (let i = 0; i < numShotsPerFighter; i++) {
|
609 |
+
const geo = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
|
610 |
+
const mat = new THREE.MeshBasicMaterial({ color: 0x00ffff });
|
611 |
+
const p = new THREE.Mesh(geo, mat);
|
612 |
+
|
613 |
+
const shotOffset = (i - (numShotsPerFighter - 1) / 2) * 0.5;
|
614 |
+
p.position.copy(fighter.getWorldPosition(new THREE.Vector3())).add(new THREE.Vector3(shotOffset, 0, -1));
|
615 |
+
p.rotation.x = Math.PI / 2;
|
616 |
+
|
617 |
+
GAME.playerProjectiles.push({ mesh: p, velocity: new THREE.Vector3(0, 0, -1.5) });
|
618 |
+
GAME.scene.add(p);
|
619 |
+
}
|
620 |
+
});
|
621 |
+
}
|
622 |
|
623 |
+
function fireEnemyProjectile(enemy) {
|
624 |
+
if(GAME.audioContextReady && GAME.sfx.enemyShoot) GAME.sfx.enemyShoot.triggerAttackRelease("A3", "32n", Tone.now() + Math.random() * 0.0001);
|
625 |
+
const geo = new THREE.SphereGeometry(0.3, 8, 8);
|
626 |
+
const mat = new THREE.MeshBasicMaterial({ color: 0xffa500 });
|
627 |
+
const p = new THREE.Mesh(geo, mat);
|
628 |
+
p.position.copy(enemy.mesh.position);
|
629 |
+
p.velocity = new THREE.Vector3().subVectors(GAME.playerShipGroup.position, enemy.mesh.position).normalize().multiplyScalar(0.3);
|
630 |
+
GAME.enemyProjectiles.push(p);
|
631 |
+
GAME.scene.add(p);
|
632 |
+
}
|
633 |
+
|
634 |
+
function createExplosion(position) {
|
635 |
+
if(GAME.audioContextReady && GAME.sfx.explosion) GAME.sfx.explosion.triggerAttackRelease("8n", Tone.now() + Math.random() * 0.0001);
|
636 |
+
const geo = new THREE.IcosahedronGeometry(1, 1);
|
637 |
+
const mat = new THREE.MeshBasicMaterial({ color: 0xffff00, transparent: true });
|
638 |
+
const explosion = new THREE.Mesh(geo, mat);
|
639 |
+
explosion.position.copy(position);
|
640 |
+
explosion.scale.set(0.1, 0.1, 0.1);
|
641 |
+
explosion.life = 0.5;
|
642 |
+
GAME.explosions.push(explosion);
|
643 |
+
GAME.scene.add(explosion);
|
644 |
+
}
|
645 |
|
646 |
+
function createPowerUp(position) {
|
647 |
+
if(GAME.audioContextReady && GAME.sfx.powerUp) GAME.sfx.powerUp.triggerAttackRelease("C6", Tone.now() + Math.random() * 0.0001);
|
648 |
+
const geo = new THREE.CylinderGeometry(0.5, 0.5, 1, 12);
|
649 |
+
const mat = new THREE.MeshPhongMaterial({ color: 0x0000ff });
|
650 |
+
const powerUp = new THREE.Mesh(geo, mat);
|
651 |
+
powerUp.position.copy(position);
|
652 |
+
powerUp.rotation.x = Math.PI / 2;
|
653 |
+
powerUp.velocity = new THREE.Vector3(0, 0, 0.05);
|
654 |
+
GAME.powerUps.push(powerUp);
|
655 |
+
GAME.scene.add(powerUp);
|
656 |
+
}
|
657 |
|
658 |
+
function updatePlayer(delta) {
|
659 |
+
const acceleration = 0.05;
|
660 |
+
const damping = 0.9;
|
661 |
+
|
662 |
+
if (GAME.input.left) GAME.playerShipGroup.velocity.x -= acceleration;
|
663 |
+
if (GAME.input.right) GAME.playerShipGroup.velocity.x += acceleration;
|
664 |
+
|
665 |
+
GAME.playerShipGroup.position.x += GAME.playerShipGroup.velocity.x;
|
666 |
+
GAME.playerShipGroup.velocity.x *= damping;
|
667 |
|
668 |
+
GAME.playerShipGroup.position.x = Math.max(-GAME.playerBoundaryX, Math.min(GAME.playerBoundaryX, GAME.playerShipGroup.position.x));
|
669 |
+
GAME.playerShipGroup.rotation.z = -GAME.playerShipGroup.velocity.x * 2;
|
|
|
|
|
|
|
|
|
|
|
670 |
|
671 |
+
if (GAME.invincible) {
|
672 |
+
GAME.playerShipGroup.visible = (Math.floor(GAME.clock.elapsedTime * 10) % 2 === 0);
|
673 |
+
} else {
|
674 |
+
GAME.playerShipGroup.visible = true;
|
675 |
+
}
|
676 |
+
}
|
677 |
+
|
678 |
+
function updateEnemies(delta) {
|
679 |
+
for (let i = GAME.enemies.length - 1; i >= 0; i--) {
|
680 |
+
const enemy = GAME.enemies[i];
|
681 |
+
|
682 |
+
if (enemy.state === 'FORMING') {
|
683 |
+
enemy.mesh.position.lerp(enemy.formationPos, delta * 2);
|
684 |
+
if (enemy.mesh.position.distanceTo(enemy.formationPos) < 0.1) {
|
685 |
+
enemy.state = 'IN_FORMATION';
|
686 |
+
}
|
687 |
+
} else if (enemy.state === 'IN_FORMATION') {
|
688 |
+
enemy.diveTimer -= delta;
|
689 |
+
if (enemy.diveTimer <= 0) {
|
690 |
+
enemy.state = 'DIVING';
|
691 |
+
enemy.diveTarget = new THREE.Vector3(GAME.playerShipGroup.position.x + (Math.random()-0.5)*10, 0, 25);
|
692 |
+
}
|
693 |
+
|
694 |
+
if (enemy.type === 'boss' && !enemy.isCapturing && GAME.players[GAME.currentPlayer].fighterCount < 2 && Math.random() < 0.005) {
|
695 |
+
startTractorBeam(enemy);
|
696 |
+
}
|
697 |
+
|
698 |
+
if(Math.random() < 0.0005) {
|
699 |
+
fireEnemyProjectile(enemy);
|
700 |
+
}
|
701 |
+
} else if (enemy.state === 'DIVING') {
|
702 |
+
enemy.mesh.position.lerp(enemy.diveTarget, delta * 1.5);
|
703 |
+
if (enemy.mesh.position.z > 20) {
|
704 |
+
enemy.mesh.position.z = -30;
|
705 |
+
enemy.state = 'FORMING';
|
706 |
+
enemy.diveTimer = Math.random() * 5 + 5;
|
707 |
+
}
|
708 |
+
}
|
709 |
+
if(enemy.isCapturing) updateTractorBeam(enemy, delta);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
710 |
}
|
711 |
+
}
|
712 |
+
|
713 |
+
function startTractorBeam(boss) {
|
714 |
+
if(GAME.capturedShip || GAME.players[GAME.currentPlayer].fighterCount > 1) return;
|
715 |
+
if(GAME.audioContextReady && GAME.sfx.captureBeam) GAME.sfx.captureBeam.triggerAttackRelease("G2", "2s", Tone.now());
|
716 |
+
boss.isCapturing = true;
|
717 |
+
boss.captureTimer = 1.5;
|
718 |
+
const beamGeo = new THREE.ConeGeometry(2, 20, 16, 1, true);
|
719 |
+
const beamMat = new THREE.MeshBasicMaterial({ color: 0x00ffff, transparent: true, opacity: 0.5, side: THREE.DoubleSide });
|
720 |
+
boss.tractorBeam = new THREE.Mesh(beamGeo, beamMat);
|
721 |
+
boss.tractorBeam.position.set(0, -10, 0);
|
722 |
+
boss.mesh.add(boss.tractorBeam);
|
723 |
+
}
|
724 |
|
725 |
+
function updateTractorBeam(boss, delta) {
|
726 |
+
boss.captureTimer -= delta;
|
727 |
+
|
728 |
+
const beamWorldPos = new THREE.Vector3();
|
729 |
+
boss.tractorBeam.getWorldPosition(beamWorldPos);
|
730 |
+
const playerShipWorldPos = new THREE.Vector3();
|
731 |
+
GAME.playerShipGroup.getWorldPosition(playerShipWorldPos);
|
732 |
|
733 |
+
if (playerShipWorldPos.distanceTo(beamWorldPos) < 5 && Math.abs(playerShipWorldPos.x - boss.mesh.position.x) < 3 && !GAME.invincible) {
|
734 |
+
GAME.state = 'CAPTURED';
|
735 |
+
GAME.capturedShip = {
|
736 |
+
mesh: GAME.playerShipGroup,
|
737 |
+
boss: boss,
|
738 |
+
isFree: false
|
739 |
+
};
|
740 |
+
GAME.playerShipGroup.velocity.set(0,0,0);
|
741 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
742 |
+
boss.mesh.add(GAME.playerShipGroup);
|
743 |
+
GAME.playerShipGroup.position.set(0, 0, 3);
|
744 |
+
}
|
745 |
|
746 |
+
if (boss.captureTimer <= 0 || GAME.state === 'CAPTURED') {
|
747 |
+
boss.isCapturing = false;
|
748 |
+
if (boss.tractorBeam && boss.mesh) {
|
749 |
+
boss.mesh.remove(boss.tractorBeam);
|
750 |
+
}
|
751 |
+
boss.tractorBeam = null;
|
752 |
+
if(GAME.state === 'CAPTURED') {
|
753 |
+
if (!GAME.capturedShip.isFree) {
|
754 |
+
playerLostLife(true);
|
755 |
+
}
|
756 |
+
}
|
757 |
+
}
|
758 |
+
}
|
759 |
+
|
760 |
+
function updateProjectiles(delta) {
|
761 |
+
GAME.playerProjectiles.forEach((pObj, i) => {
|
762 |
+
const p = pObj.mesh;
|
763 |
+
const pVel = pObj.velocity;
|
764 |
|
765 |
+
if (GAME.enemies.length > 0) {
|
766 |
+
let closestEnemy = null;
|
767 |
+
let minDist = Infinity;
|
768 |
+
GAME.enemies.forEach(enemy => {
|
769 |
+
const dist = p.position.distanceTo(enemy.mesh.position);
|
770 |
+
if (dist < minDist) {
|
771 |
+
minDist = dist;
|
772 |
+
closestEnemy = enemy;
|
773 |
}
|
774 |
+
});
|
775 |
|
776 |
+
if (closestEnemy) {
|
777 |
+
const targetDirection = new THREE.Vector3().subVectors(closestEnemy.mesh.position, p.position).normalize();
|
778 |
+
pVel.lerp(targetDirection.multiplyScalar(1.5), 0.05);
|
779 |
+
}
|
780 |
+
}
|
781 |
|
782 |
+
p.position.add(pVel);
|
|
|
|
|
|
|
783 |
|
784 |
+
if (p.position.z < -40) {
|
785 |
+
GAME.scene.remove(p);
|
786 |
+
GAME.playerProjectiles.splice(i, 1);
|
787 |
+
}
|
788 |
+
});
|
789 |
+
GAME.enemyProjectiles.forEach((p, i) => {
|
790 |
+
p.position.add(p.velocity);
|
791 |
+
if (p.position.z > 40) {
|
792 |
+
GAME.scene.remove(p);
|
793 |
+
GAME.enemyProjectiles.splice(i, 1);
|
794 |
+
}
|
795 |
+
});
|
796 |
+
}
|
797 |
+
|
798 |
+
function updateExplosions(delta) {
|
799 |
+
GAME.explosions.forEach((ex, i) => {
|
800 |
+
ex.life -= delta;
|
801 |
+
ex.scale.multiplyScalar(1 + delta * 5);
|
802 |
+
ex.material.opacity = ex.life * 2;
|
803 |
+
if(ex.life <= 0) {
|
804 |
+
GAME.scene.remove(ex);
|
805 |
+
GAME.explosions.splice(i,1);
|
806 |
+
}
|
807 |
+
});
|
808 |
+
}
|
809 |
+
|
810 |
+
function updatePowerUps(delta) {
|
811 |
+
GAME.powerUps.forEach((p, i) => {
|
812 |
+
p.position.z += p.velocity.z;
|
813 |
+
if (p.position.z > 20) {
|
814 |
+
GAME.scene.remove(p);
|
815 |
+
GAME.powerUps.splice(i, 1);
|
816 |
+
}
|
817 |
+
});
|
818 |
+
}
|
819 |
+
|
820 |
+
function checkCollisions() {
|
821 |
+
if (!GAME.playerShipGroup || GAME.state !== 'PLAYING') return;
|
822 |
+
|
823 |
+
const playerBox = new THREE.Box3().setFromObject(GAME.playerShipGroup);
|
824 |
+
|
825 |
+
for (let i = GAME.playerProjectiles.length - 1; i >= 0; i--) {
|
826 |
+
const pObj = GAME.playerProjectiles[i];
|
827 |
+
const p = pObj.mesh;
|
828 |
+
const pBox = new THREE.Box3().setFromObject(p);
|
829 |
+
for (let j = GAME.enemies.length - 1; j >= 0; j--) {
|
830 |
+
const enemy = GAME.enemies[j];
|
831 |
+
const eBox = new THREE.Box3().setFromObject(enemy.mesh);
|
832 |
+
if (pBox.intersectsBox(eBox)) {
|
833 |
+
GAME.scene.remove(p);
|
834 |
+
GAME.playerProjectiles.splice(i, 1);
|
835 |
+
|
836 |
+
hitEnemy(enemy, j);
|
837 |
+
break;
|
838 |
}
|
839 |
}
|
840 |
}
|
841 |
+
|
842 |
+
if (!GAME.invincible) {
|
843 |
+
for (let i = GAME.enemies.length - 1; i >= 0; i--) {
|
844 |
+
const enemy = GAME.enemies[i];
|
845 |
+
const eBox = new THREE.Box3().setFromObject(enemy.mesh);
|
846 |
+
if (playerBox.intersectsBox(eBox)) {
|
847 |
+
hitEnemy(enemy, i);
|
848 |
+
playerLostLife();
|
849 |
+
break;
|
850 |
+
}
|
851 |
+
}
|
852 |
+
}
|
853 |
+
|
854 |
+
if (!GAME.invincible) {
|
855 |
+
for (let i = GAME.enemyProjectiles.length - 1; i >= 0; i--) {
|
856 |
+
const p = GAME.enemyProjectiles[i];
|
857 |
+
const pBox = new THREE.Box3().setFromObject(p);
|
858 |
+
if(playerBox.intersectsBox(pBox)) {
|
859 |
+
GAME.scene.remove(p);
|
860 |
+
GAME.enemyProjectiles.splice(i,1);
|
861 |
+
playerLostLife();
|
862 |
+
break;
|
863 |
+
}
|
864 |
+
}
|
865 |
+
}
|
866 |
+
|
867 |
+
if(GAME.capturedShip && GAME.capturedShip.isFree) {
|
868 |
+
const cBox = new THREE.Box3().setFromObject(GAME.capturedShip.mesh);
|
869 |
+
if(playerBox.intersectsBox(cBox)) {
|
870 |
+
GAME.players[GAME.currentPlayer].fighterCount++;
|
871 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
872 |
+
createPlayerShipGroup();
|
873 |
+
GAME.scene.remove(GAME.capturedShip.mesh);
|
874 |
+
GAME.capturedShip = null;
|
875 |
+
startInvincibility();
|
876 |
+
}
|
877 |
+
}
|
878 |
|
879 |
+
for (let i = GAME.powerUps.length - 1; i >= 0; i--) {
|
880 |
+
const p = GAME.powerUps[i];
|
881 |
+
const pBox = new THREE.Box3().setFromObject(p);
|
882 |
+
if (playerBox.intersectsBox(pBox)) {
|
883 |
+
GAME.players[GAME.currentPlayer].missileCount++;
|
884 |
+
GAME.scene.remove(p);
|
885 |
+
GAME.powerUps.splice(i, 1);
|
886 |
+
break;
|
887 |
+
}
|
888 |
+
}
|
889 |
+
}
|
890 |
+
|
891 |
+
function hitEnemy(enemy, index) {
|
892 |
+
createExplosion(enemy.mesh.position);
|
893 |
+
GAME.players[GAME.currentPlayer].score += enemy.scoreValue;
|
894 |
+
|
895 |
+
if (Math.random() < GAME.powerUpDropChance) {
|
896 |
+
createPowerUp(enemy.mesh.position);
|
897 |
+
}
|
898 |
+
|
899 |
+
if (GAME.capturedShip && GAME.capturedShip.boss === enemy) {
|
900 |
+
const captured = GAME.capturedShip;
|
901 |
+
captured.isFree = true;
|
902 |
+
if (captured.boss.mesh && captured.mesh && captured.mesh.parent === captured.boss.mesh) {
|
903 |
+
captured.boss.mesh.remove(captured.mesh);
|
904 |
+
}
|
905 |
+
GAME.scene.add(captured.mesh);
|
906 |
+
captured.mesh.position.copy(enemy.mesh.position);
|
907 |
+
captured.velocity = new THREE.Vector3(0, 0, 0.2);
|
908 |
+
GAME.state = 'PLAYING';
|
909 |
+
}
|
910 |
+
|
911 |
+
if (enemy.mesh.parent) {
|
912 |
+
GAME.scene.remove(enemy.mesh);
|
913 |
+
}
|
914 |
+
GAME.enemies.splice(index, 1);
|
915 |
+
|
916 |
+
if(GAME.enemies.length === 0) {
|
917 |
+
GAME.wave++;
|
918 |
+
setTimeout(startWave, 2000);
|
919 |
+
}
|
920 |
+
}
|
921 |
+
|
922 |
+
function playerLostLife(isCapturedLoss = false) {
|
923 |
+
if(GAME.state === 'GAME_OVER') return;
|
924 |
+
if(GAME.audioContextReady && GAME.sfx.playerHit) GAME.sfx.playerHit.triggerAttackRelease("C2", Tone.now() + Math.random() * 0.0001);
|
925 |
|
926 |
+
const currentPlayerData = GAME.players[GAME.currentPlayer];
|
|
|
927 |
|
928 |
+
if (isCapturedLoss && GAME.capturedShip) {
|
929 |
+
if (GAME.capturedShip.mesh.parent) {
|
930 |
+
GAME.scene.remove(GAME.capturedShip.mesh);
|
931 |
+
}
|
932 |
+
GAME.capturedShip = null;
|
933 |
+
}
|
934 |
+
|
935 |
+
if(currentPlayerData.fighterCount > 1) {
|
936 |
+
currentPlayerData.fighterCount--;
|
937 |
+
createExplosion(GAME.playerShipGroup.position);
|
938 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
939 |
+
createPlayerShipGroup();
|
940 |
+
startInvincibility();
|
941 |
+
return;
|
942 |
+
}
|
943 |
|
944 |
+
currentPlayerData.lives--;
|
945 |
+
createExplosion(GAME.playerShipGroup.position);
|
946 |
+
GAME.scene.remove(GAME.playerShipGroup);
|
947 |
+
|
948 |
+
if (currentPlayerData.lives < 0) {
|
949 |
+
let allPlayersOut = true;
|
950 |
+
if (GAME.numPlayers === 2) {
|
951 |
+
const otherPlayer = GAME.currentPlayer === 'p1' ? 'p2' : 'p1';
|
952 |
+
if (GAME.players[otherPlayer].lives >= 0) {
|
953 |
+
GAME.currentPlayer = otherPlayer;
|
954 |
+
allPlayersOut = false;
|
955 |
+
document.getElementById('current-player-display').textContent = `${otherPlayer.toUpperCase()} TURN`;
|
956 |
+
GAME.players[GAME.currentPlayer].fighterCount = 1;
|
957 |
+
GAME.players[GAME.currentPlayer].missileCount = 1;
|
958 |
+
createPlayerShipGroup();
|
959 |
+
startInvincibility();
|
960 |
+
GAME.state = 'PLAYING';
|
961 |
+
updateHUD();
|
962 |
+
return;
|
963 |
}
|
964 |
+
}
|
965 |
+
if (allPlayersOut) {
|
966 |
+
gameOver();
|
967 |
+
}
|
968 |
+
} else {
|
969 |
+
setTimeout(() => {
|
970 |
+
if (GAME.state !== 'GAME_OVER') {
|
971 |
+
createPlayerShipGroup();
|
972 |
+
startInvincibility();
|
973 |
+
}
|
974 |
+
}, 1000);
|
975 |
+
}
|
976 |
+
}
|
977 |
+
|
978 |
+
function startInvincibility() {
|
979 |
+
GAME.invincible = true;
|
980 |
+
setTimeout(() => {
|
981 |
+
GAME.invincible = false;
|
982 |
+
if (GAME.playerShipGroup) GAME.playerShipGroup.visible = true;
|
983 |
+
}, GAME.invincibilityDuration);
|
984 |
+
}
|
985 |
+
|
986 |
+
function gameOver() {
|
987 |
+
if(GAME.audioContextReady) {
|
988 |
+
stopAllMusic();
|
989 |
+
if(GAME.sfx.gameOver) GAME.sfx.gameOver.triggerAttackRelease("C2", "2s", Tone.now());
|
990 |
+
}
|
991 |
+
GAME.state = 'GAME_OVER';
|
992 |
+
const finalScore = GAME.players.p1.score + (GAME.numPlayers === 2 ? GAME.players.p2.score : 0);
|
993 |
+
document.getElementById('final-score').textContent = `TOTAL SCORE: ${finalScore}`;
|
994 |
+
document.getElementById('game-over-overlay').style.display = 'flex';
|
995 |
+
|
996 |
+
const lowestHighScore = GAME.highScores.length > 0 ? GAME.highScores[GAME.highScores.length - 1].score : 0;
|
997 |
+
if (finalScore > lowestHighScore || GAME.highScores.length < 10) {
|
998 |
+
document.getElementById('high-score-form').classList.remove('hidden');
|
999 |
+
} else {
|
1000 |
+
document.getElementById('high-score-form').classList.add('hidden');
|
1001 |
+
}
|
1002 |
+
}
|
1003 |
+
|
1004 |
+
function handleHighScoreSubmit(e) {
|
1005 |
+
e.preventDefault();
|
1006 |
+
const initials = document.getElementById('initials-input').value.toUpperCase();
|
1007 |
+
const finalScore = GAME.players.p1.score + (GAME.numPlayers === 2 ? GAME.players.p2.score : 0);
|
1008 |
+
|
1009 |
+
GAME.highScores.push({ initials: initials, score: finalScore });
|
1010 |
+
GAME.highScores.sort((a, b) => b.score - a.score);
|
1011 |
+
GAME.highScores = GAME.highScores.slice(0, 10);
|
1012 |
+
|
1013 |
+
localStorage.setItem('galagaHighScores', JSON.stringify(GAME.highScores));
|
1014 |
+
|
1015 |
+
document.getElementById('high-score-form').classList.add('hidden');
|
1016 |
+
document.getElementById('initials-input').value = '';
|
1017 |
+
showHighScores();
|
1018 |
+
}
|
1019 |
|
1020 |
+
function showHighScores() {
|
1021 |
+
stopAllMusic();
|
1022 |
+
if(GAME.audioContextReady && GAME.music.highScore) GAME.music.highScore.start(Tone.now());
|
1023 |
+
document.getElementById('menu-overlay').style.display = 'none';
|
1024 |
+
document.getElementById('game-over-overlay').style.display = 'none';
|
1025 |
+
document.getElementById('high-scores-overlay').style.display = 'flex';
|
1026 |
+
|
1027 |
+
const list = document.getElementById('high-scores-list');
|
1028 |
+
list.innerHTML = '';
|
1029 |
+
if (GAME.highScores.length === 0) {
|
1030 |
+
list.innerHTML = '<li>No high scores yet!</li>';
|
1031 |
+
} else {
|
1032 |
+
GAME.highScores.forEach((entry, index) => {
|
1033 |
+
const li = document.createElement('li');
|
1034 |
+
li.innerHTML = `<span>${index + 1}. ${entry.initials}</span> <span>${entry.score}</span>`;
|
1035 |
+
list.appendChild(li);
|
1036 |
+
});
|
1037 |
+
}
|
1038 |
+
GAME.state = 'HIGH_SCORES';
|
1039 |
+
}
|
1040 |
+
|
1041 |
+
function togglePause() {
|
1042 |
+
if (GAME.state === 'PLAYING') {
|
1043 |
+
GAME.state = 'PAUSED';
|
1044 |
+
stopAllMusic();
|
1045 |
+
document.getElementById('pause-overlay').style.display = 'flex';
|
1046 |
+
} else if (GAME.state === 'PAUSED') {
|
1047 |
+
GAME.state = 'PLAYING';
|
1048 |
+
document.getElementById('pause-overlay').style.display = 'none';
|
1049 |
+
}
|
1050 |
+
}
|
1051 |
+
|
1052 |
+
function updateHUD() {
|
1053 |
+
document.getElementById('score-p1-display').textContent = `P1 SCORE: ${GAME.players.p1.score}`;
|
1054 |
+
document.getElementById('score-p2-display').textContent = `P2 SCORE: ${GAME.players.p2.score}`;
|
1055 |
+
document.getElementById('wave-display').textContent = `WAVE: ${GAME.wave}`;
|
1056 |
+
document.getElementById('high-score-current-display').textContent = `HIGH SCORE: ${GAME.highScores.length > 0 ? GAME.highScores[0].score : 0}`;
|
1057 |
+
document.getElementById('current-player-display').textContent = `${GAME.currentPlayer.toUpperCase()} TURN`;
|
1058 |
+
|
1059 |
+
const livesContainer = document.getElementById('lives-display');
|
1060 |
+
livesContainer.innerHTML = `LIVES: `;
|
1061 |
+
const lifeIcon = '<span>🛸</span>';
|
1062 |
+
for (let i = 0; i < GAME.players[GAME.currentPlayer].lives; i++) {
|
1063 |
+
livesContainer.innerHTML += lifeIcon;
|
1064 |
+
}
|
1065 |
+
}
|
1066 |
+
|
1067 |
+
function onWindowResize() {
|
1068 |
+
GAME.camera.aspect = window.innerWidth / window.innerHeight;
|
1069 |
+
GAME.camera.updateProjectionMatrix();
|
1070 |
+
GAME.renderer.setSize(window.innerWidth, window.innerHeight);
|
1071 |
+
}
|
1072 |
+
|
1073 |
+
function animate() {
|
1074 |
+
requestAnimationFrame(animate);
|
1075 |
+
const delta = GAME.clock.getDelta();
|
1076 |
+
|
1077 |
+
GAME.stars.forEach(starLayer => {
|
1078 |
+
starLayer.position.z += delta * starLayer.userData.speed;
|
1079 |
+
if (starLayer.position.z > 500) starLayer.position.z -= 1000;
|
1080 |
+
});
|
1081 |
+
|
1082 |
+
if (GAME.state === 'DEMO') {
|
1083 |
+
GAME.demoTimer += delta;
|
1084 |
+
GAME.musicAlternationTimer += delta;
|
1085 |
+
|
1086 |
+
if (GAME.musicAlternationTimer >= GAME.musicAlternationInterval) {
|
1087 |
+
if (GAME.music.demo && GAME.music.demo.state === 'started') {
|
1088 |
+
if (GAME.music.demo) GAME.music.demo.stop();
|
1089 |
+
if(GAME.highScores.length > 0 && GAME.music.highScore) {
|
1090 |
+
GAME.music.highScore.start(Tone.now()); // Start high score music
|
1091 |
}
|
1092 |
+
} else if (GAME.highScores.length > 0 && GAME.music.highScore && GAME.music.highScore.state === 'started') {
|
1093 |
+
if (GAME.music.highScore) GAME.music.highScore.stop();
|
1094 |
+
if(GAME.music.demo) GAME.music.demo.start(Tone.now()); // Start demo music
|
1095 |
+
} else if (GAME.highScores.length === 0 && GAME.music.demo && GAME.music.demo.state !== 'started') {
|
1096 |
+
if(GAME.music.demo) GAME.music.demo.start(Tone.now()); // Only demo music if no high scores
|
|
|
|
|
|
|
1097 |
}
|
1098 |
+
GAME.musicAlternationTimer = 0;
|
1099 |
+
}
|
1100 |
|
1101 |
+
GAME.enemies.forEach(enemy => {
|
1102 |
+
enemy.mesh.position.z += delta * 0.5;
|
1103 |
+
enemy.mesh.rotation.y += delta * 0.5;
|
1104 |
+
if (enemy.mesh.position.z > 10) {
|
1105 |
+
enemy.mesh.position.z = -50;
|
1106 |
+
}
|
1107 |
+
});
|
1108 |
+
updateEnemyProjectilesInDemo(delta);
|
1109 |
+
updateExplosions(delta);
|
1110 |
+
} else if (GAME.state === 'PLAYING') {
|
1111 |
+
updatePlayer(delta);
|
1112 |
+
updateEnemies(delta);
|
1113 |
+
updateProjectiles(delta);
|
1114 |
+
updatePowerUps(delta);
|
1115 |
+
checkCollisions();
|
1116 |
+
updateHUD();
|
1117 |
|
1118 |
+
if (GAME.capturedShip && GAME.capturedShip.isFree) {
|
1119 |
+
GAME.capturedShip.mesh.position.add(GAME.capturedShip.velocity);
|
1120 |
+
if (GAME.capturedShip.mesh.position.z > 25) {
|
1121 |
+
GAME.scene.remove(GAME.capturedShip.mesh);
|
1122 |
+
GAME.capturedShip = null;
|
1123 |
+
}
|
1124 |
}
|
1125 |
}
|
1126 |
+
|
1127 |
+
updateExplosions(delta);
|
1128 |
|
1129 |
+
GAME.renderer.render(GAME.scene, GAME.camera);
|
1130 |
+
}
|
|
|
|
|
|
|
1131 |
|
1132 |
+
function updateEnemyProjectilesInDemo(delta) {
|
1133 |
+
GAME.enemyProjectiles.forEach((p, i) => {
|
1134 |
+
p.position.add(p.velocity);
|
1135 |
+
if (p.position.z > 40) {
|
1136 |
+
GAME.scene.remove(p);
|
1137 |
+
GAME.enemyProjectiles.splice(i, 1);
|
1138 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
1139 |
});
|
1140 |
+
}
|
1141 |
+
|
1142 |
+
window.onload = init;
|
1143 |
</script>
|
1144 |
</body>
|
1145 |
</html>
|